/**************************************************************************/
/*  instance_placeholder.h                                                */
/**************************************************************************/
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/*                             REDOT ENGINE                               */
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/* Copyright (c) 2024-present Redot Engine contributors                   */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/**************************************************************************/

#pragma once

#include "scene/main/node.h"

class PackedScene;

class InstancePlaceholder : public Node {
	GDCLASS(InstancePlaceholder, Node);

	String path;
	struct PropSet {
		StringName name;
		Variant value;
	};

	List<PropSet> stored_values;

private:
	void set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set);
	Node *try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path);

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	static void _bind_methods();

public:
	void set_instance_path(const String &p_name);
	String get_instance_path() const;

	Dictionary get_stored_values(bool p_with_order = false);

	Node *create_instance(bool p_replace = false, const Ref<PackedScene> &p_custom_scene = Ref<PackedScene>());

	InstancePlaceholder();
};
